Nothing fancy here. No epiphanies. Just busy work adding one layer at a time for every possible move during game play.
The challenge is not the work itself, but ensuring all the bits and pieces are updated for forward game play as well as backward game play.
I should have done this episodes ago, but finally added a cheat sheet checklist of steps to accomplish. I’ll be adding to this as part of the overall documentation, so for now it’s a “living” checklist:
- Duplicate Layer
- Rename Layer
- Rename Layer label
- Adjust variable values for Ring position
- Move appropriate Ring to new position
- Re-position drop target(s)
- Rename drop target(s)
- Un-assign triggers if no alternate Layer available
- Adjust trigger for backward game play
- Create new Layer for possible alternate move
- Repeat steps 2-9
- Save & Test game play up to that game move.
- Rinse & Repeat for winning on both Tower B and Tower C.
Doesn’t seem like a lot simply reading that list, but it is an intense focus to ensure all steps are completed. For each new Layer created, I test game play…okay, maybe every two or three Layers. Inevitably there’s at least one move not accounted for.
A final note on all the naming and labeling of objects and such. It might seem redundant and a lot of extra effort, but all those names and labels are crucial and valuable when troubleshooting your own work.
This episode finished out game play by winning on Tower C up to the “Win” layer. Episode 21 will continue building out for winning on Tower B. Once both success paths are complete and without error, I’ll move to updating the overall scoring functionality – probably in an episode or two from now.
SEPTEMBER 14, 2017 FACEBOOK LIVE BROADCAST VIDEO:
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Episode 20 – Sep 14, 2017 – YOU ARE HERE